First of all... 5029. 5029.5029.
For any normies who somehow got here, "5029." is the natural port number for SRB2 as a whole. This release DOES NOT HAVE SINGLE PLAYER CONTENT OUTSIDE OF STAFF ATTACK. To get the full experience, you HAVE to rely on servers to be up to play with other human beings. There are no CPU-players.
If you wanna put up your own? You have to port-forward TCP/UDP to 5029

It isn't a totally client-sided game either, you will experience latency. So make sure your opponents (and YOU) have low ping.

SRB2Kart is a classic styled kart racer, complete with beautiful courses, and wacky items. Of course, because it’s SRB2Kart, it has a Sonic twist that really shows the classic charm that a lot of us know and love from the good old days™.

We have 100 jam-packed maps for you to bump, explode, and sparkle your way through, from luscious beaches, to Eggman’s dance floor, to England on a good day. All lovingly crafted by many different people. You’ll notice almost every aspect of the game has an immense love and inspiration from the classic sonic games. From the items such as Ballhog, which literally throws bouncey explodey balls at people, to the maps which are bursting with that Sonic feel.

Of course, you'll only start off with a few cups available, but you can unlock more by playing offline/online matches. Alternatively, you can immediately jump into challenging yourself and race us personally in Staff Attack mode! Don't worry, we'll go easy on you.

Game Modes
We have 2 game modes for you to choose from: Race, and Battle.
Race mode is the normal: Race through the track to beat your opponents, use your items and skill to swooce past the competition, Oh my God what is that following behind me HELP! You know, the usual.

Battle mode asks you to violently throw spikeballs at your friends until they have no bumpers and you have some. But watch out, they can come back with a vengeance and chase you to the ends of the earth afterwards! Or maybe if they’re feeling nice they might help you with a powered up item
chance.

Spoiler: Characters

As you’ll find, we have 5 characters in the base game to enjoy, all with very distinct stats. Before we go into them individually, I’ll explain how our stats work. We have separate variables that effect the way a character plays. Speed, and Weight. Higher speed gives you a greater top speed, but sacrifices your ability to accelerate, higher weight reduces your control over your drifting, but you bump players that you are heavier than more violently. Your combination of speed & weight decide how fast you earn drift sparks. We have this shown clearly on a handy dandy grid on the character selection screen in the main menu, pick the character that aligns with your desires most!

Sonichttps://media.discordapp.net/attachm...5/PLAYWANT.png
Sonic is just what you’d expect from our favorite blue hero! Pretty fast and agile! He’s got some good speed, and can control his drifts pretty well, just make sure you get the drift boosts because otherwise you’ll fall behind!

Bonus Ducks Characters
Included with the main download is bonuschars.kart. We don’t add it by default, but you can easily do so from the add-ons menu for many more characters to play with! A slew of extras, by a trio of our other devs in their free-time!

The Various Other Things
-Make sure to check out the in-game manual by pressing F1 or using the menu if you need some help or tips!
-We’ve added some extra Quality of Life features from the vanilla game to help out, such as multi-admin and a chat system that is readable!
-There’s a slight lack of documentation for modding currently, we’ll try and get on that as soon as we can.

Music
We plan to redo the crediting in some fashion eventually so all the track sources can be included in-game, but until then they'll all just be right here for very easy viewing!

If you don't have the game, then you want the Full Install. If you already have v1.0.3 or higher, then you might want to use the Patch to save on download size, but it is otherwise functionally identical to using the full installer on the same folder.

Added player.splitscreenplayer variable for determining if a player is a splitscreen player 2/3/4

Added cmd.latency variable for reading how many frames of latency a player has

Other gameplay changes:

Greatly improved anti-gravity support

Fixed various issues related to player collisions causing absurd thrusts

Fixed an issue with latency detection that would occasionally cause steering problems

Adjusted speed requirements for water skipping

Adjust vertical launch momentum underwater in various cases

2P splitscreen now uses an FOV adjustment for better consistency with other view mode cameras

Simplified various explosion effects to improve framerate

Fixed occasional bonks on staircases

Added a bunch of new player colors and modified some old ones

Crash/freeze fixes:

Fixed occasional crash in Daytona Speedway and other maps from drawing papersprites

Fixed Linux builds hanging after 34 hours of continuous runtime

Fixed memory leaks leading to potential crashes when sitting on certain menus for an extended period of time

Fixed server crash when receiving a join request while playing certain maps from PK3 addons

Misc changes:

Gave FPS display a smaller font

Improved ping limit detection

Fixed arrows indicating chat can be scrolled not appearing

Fixed full servers at maximum player counts not showing up on the master server or responding to join requests

Added toggles for various behaviors on losing game focus

Bonuschars updates:

Added Cream, by Virt

Added NiGHTS, by Mr. McScrewup

Added Beat, by Ezo

Added Kiryu, by LJStar

Added Ulala, by zxyspku and LJStar

Added Ray, by Voltrix

Added Chaos Zero, by 1-Up Mason

Updated sprites for AiAi, E-102 Gamma, Espio, and Wonder Boy

Replaced sprites for Rouge, by FlareBlade

Replaced sprites for Shadow, by MotorRoach

Adjusted Rouge's stats

v1.0.3:

Fixed 64-bit builds delaying inputs by up to an entire year, and crashing when you tried to tell it not to do that.

Item changes:

Power item frequencies scale with player counts always, instead of only below 8 players. This is to keep driving a sole focus over being spammed out with items.

In Battle Mode, power item frequencies can now scale with player counts, instead of only Race Mode. This count does not include Karma players, meaning the item frequencies become more hectic as the match reaches the end.

The number of allowed invincibility items scale with player count. Instead of a static 2 allowed at once, approx. 1/4 of played can be allowed invincibility items at the same time.

Orbiting item shield (Orbinaut, Jawz) changes:

Base orbit speed is much lower.

Orbit speed gets slower with more shields being held at once.

Orbiting item shields always have at least one spawn directly behind the deployer.

The hit confirm sound effect now plays on shield collision, instead of only for thrown collision.

Jawz target reticule changes:

Added a 5 tic delay on target switching.

Made Jawz make sure its target is set immediately, when initially thrown.

Jawz targetting cone is now slightly wider in Race.

Thrown Orbinaut & Jawz have higher falling speeds.

Reduced the frequency of Eggman items.

Offroad changes:

Weight no longer gives an advantage for off-road leniency -- everyone plays even with a 0.5 second leniency window.

Speed drops faster in off-road overall.

Drift sparks can no longer be started in the middle of off-road.

Map changes:

Fixed an intangible barrier in Daytona Speedway Zone.

Blocked off a few gaps between the ring arches in Sonic Speedway Zone.

Fixed floating grass textures in Hill Top Zone.

Extended the finish line in Petroleum Refinery Zone.

Modding changes:

Added a distinction between "fair add-ons" and "major add-ons". Most notably, standard character WADs & non-replacing maps will no longer trip cheat detection, and can be used in Record Attack! You can even earn medals with most add-on characters.

Lua: Added a "PlayerCmd" hook. Function format is "function(player [player_t], cmd [ticcmd_t])". This allows modders to change player input as it gets created.

Fixed the alignment of the last two booster textures in Sand Valley Zone.

Added death pits to a few hard to get to areas that would normally soft-lock you.

Changed checkpoints for several maps.

Changed the textures in Kodachrome Void Zone.

Fixed position calculations being wonky in sprint maps.

This list is a general gloss-over -- 60+ maps have been changed from v1.0.1 in total!

Gamepad improvements:

Enabled explicit support for XInput controllers. In the rare instance that this messes with your gamepad, then try running the game with the command line parameter -noxinput to revert to the old behavior, or -nohidapi to disable any automatic SDL HID API mappings.

Added controller hot-plugging. Plugging in a controller mid-game tries to assign it without requiring the game to be restarted.

Added the ability to use axes, accelerate, and brake to control menus.

Fixed Player 4 being unable to use a controller.

Netcode/server host changes & fixes:

Added lag compensation to turning. Turning in lag should feel much more responsive now.

Added lag compensation to starting boosts. You should no longer have to adjust your timing as much compared to Record Attack.

Added a "netticbuffer" console variable that attempts to reduce connection-induced frame drops at the cost of, in the absolute worst case scenario, one additional frame of control lag. Setting to 0 reverts to the old behavior.

Renamed "giveadmin" to "promote", and "removeadmin" to "demote".

Stricter network variable defaults. (Server hosts will need to change some of these settings to the new defaults manually, if desired.)

Fixed clicking "refresh" multiple times in the Internet Server Browser showing less servers each time.

Modding changes:

PK3 add-ons are now supported! These are renamed ZIP format files, using folders to separate different lump types instead of markers. In SLADE, you can create these by clicking "New Zip Archive" instead of "New WAD Archive". Obvious boons are the decreased the file-size from ZIP compression, organization via folders, and being able to quickly create & edit a usable add-on via batch.

Heavily extended the character set of the thin font. Notably, it contains lowercase characters now.

The maximum number of characters has been doubled (from 32, to 64).

Speed/Weight stats have been locked more consistently for modders.

Skin values are now locked between 1-9, but it's no longer locked when changing skins. This results in no gameplay change, but the character select screen no longer lies to you. Lua is still allowed to change these to absurd values.

Random instances where Weight was locked between 1-9 during run-time have been removed.

Engine sounds can no longer overflow with overly-high Speed/Weight stats.

YEEEEEEEEEEEEEEEEEEEEEES. You all have no idea how long I've waited for this. Congrats on all the hard work put into this release.

LoLface299

11-16-2018 07:39 PM

Hey, that's pretty good!

-CG7244-

11-16-2018 08:48 PM

The biggest SRB2 mod ever is done.

Sinny33

11-16-2018 09:07 PM

Them Espio sprites they good. I can't type correctly due to this beauty.

J-town

11-16-2018 09:23 PM

It's finally here...

... and by the looks of it, it plays fantastically! Can't wait to check this out on the MS.

Simsmagic

11-16-2018 10:51 PM

Congrats on the release

Solid Snivy

11-16-2018 11:21 PM

Hooo boy it's been ages since was first being teased. And at long last, it's finally here. I know what I'm gonna sink my time into for a while.

LunarDestroyer

11-17-2018 12:26 AM

1 Attachment(s)

I've got to say, this is by far the best of the "SRB2 Racing Game Ports". It took me a bit to get used to it, but I'm already having a blast just going after the time trial medals.

Also, I dunno if this is already known, but I managed to find a pretty big shortcut for Metal Sonic (although it might barely be possible with some other characters) in MKSC Sky Gardens. Hopefully this mod gets a section on the records site, I'm really interested in seeing what other sorts of shortcuts can be taken. (I'm almost certain you could get some kind of shortcut by bouncing off those beanstalks, since I almost managed it once on accident...)

"The number of console HUD lines is now 5"
Everytime it appears, it frozes the game.

SF345

11-17-2018 03:52 AM

When i tried to host or join a game, it said it contained a virus and got moved to a virus chest

Internet Explorer

11-17-2018 06:52 AM

Now that's something godlike here

Iunno for how long you worked on it, but

wowlqsndjfs :'o

Prime 2.0

11-17-2018 09:00 AM

Momentous. As somebody who played the original SRB2Riders back before it was even an EXE mod, I know quite a bit about how far this thing has come, and after getting a controller to work and diving in properly, it's absolutely breathtaking to see this spinoff of a spinoff port stand so tall on its own two feet. Battle mode in particular was an absolute joy to play, and the bomb kart mechanic kept things engaging no matter whether I was winning or losing.

In the DooM community, a project like this would be called a Total Conversion, but while technically accurate it would be a disservice to think of SRB2 Kart in those terms. This is its own game, period.

And a damn good one if I do say so myself. Congratulations on finishing this tremendous release.